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    Version 2.0
    
    The primary goals of this format is to allow a simple XML format 
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    associated with the data types.
    
    Example:
    
    ... ado.net/XML headers & schema ...
    <resheader name="resmimetype">text/microsoft-resx</resheader>
    <resheader name="version">2.0</resheader>
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
        <value>[base64 mime encoded serialized .NET Framework object]</value>
    </data>
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
        <comment>This is a comment</comment>
    </data>
                
    There are any number of "resheader" rows that contain simple 
    name/value pairs.
    
    Each data row contains a name, and value. The row also contains a 
    type or mimetype. Type corresponds to a .NET class that support 
    text/value conversion through the TypeConverter architecture. 
    Classes that don't support this are serialized and stored with the 
    mimetype set.
    
    The mimetype is used for serialized objects, and tells the 
    ResXResourceReader how to depersist the object. This is currently not 
    extensible. For a given mimetype the value must be set accordingly:
    
    Note - application/x-microsoft.net.object.binary.base64 is the format 
    that the ResXResourceWriter will generate, however the reader can 
    read any of the formats listed below.
    
    mimetype: application/x-microsoft.net.object.binary.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
            : and then encoded with base64 encoding.
    
    mimetype: application/x-microsoft.net.object.soap.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
            : and then encoded with base64 encoding.

    mimetype: application/x-microsoft.net.object.bytearray.base64
    value   : The object must be serialized into a byte array 
            : using a System.ComponentModel.TypeConverter
            : and then encoded with base64 encoding.
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  <xsd:schema xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata" id="root">
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              <xsd:attribute name="name" use="required" type="xsd:string"/>
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              <xsd:attribute ref="xml:space"/>
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          <xsd:element name="assembly">
            <xsd:complexType>
              <xsd:attribute name="alias" type="xsd:string"/>
              <xsd:attribute name="name" type="xsd:string"/>
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          </xsd:element>
          <xsd:element name="data">
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          <xsd:element name="resheader">
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  <resheader name="resmimetype">
    <value>text/microsoft-resx</value>
  </resheader>
  <resheader name="version">
    <value>2.0</value>
  </resheader>
  <resheader name="reader">
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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  <resheader name="writer">
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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  <data name="ACAdapterConnectedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當電源供應器連接時</value>
  </data>
  <data name="ACAdapterDisconnectedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當電源供應器中斷連接時</value>
  </data>
  <data name="DeactivateGPUAutomationStepState_KillApps" xml:space="preserve">
    <value>強制關閉應用程式</value>
  </data>
  <data name="DeactivateGPUAutomationStepState_RestartGPU" xml:space="preserve">
    <value>重新啟動 GPU</value>
  </data>
  <data name="Delay_Second" xml:space="preserve">
    <value>{0} 秒</value>
  </data>
  <data name="Delay_Second_Many" xml:space="preserve">
    <value>{0} 秒</value>
  </data>
  <data name="LowWattageACAdapterConnectedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當較低功率電源供應器連接時</value>
  </data>
  <data name="OnStartupAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當啟動時</value>
  </data>
  <data name="PowerModeAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當電源模式變更時</value>
  </data>
  <data name="ProcessesAreRunningAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當應用程式啟動時</value>
  </data>
  <data name="ProcessesStopRunningAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當應用程式關閉後</value>
  </data>
  <data name="TimeAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>指定時間</value>
  </data>
  <data name="ExternalDisplayConnectedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當連接外接顯示器後</value>
  </data>
  <data name="ExternalDisplayDisconnectedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當中斷連接外接顯示器後</value>
  </data>
  <data name="DisplayOnAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當顯示器開啟時</value>
  </data>
  <data name="DisplayOffAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當顯示器關閉時</value>
  </data>
  <data name="LidOpenedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>開啟上蓋時</value>
  </data>
  <data name="LidClosedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>關閉上蓋時</value>
  </data>
  <data name="GamesStopAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當關閉遊戲後</value>
  </data>
  <data name="GamesAreRunningAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當執行遊戲時</value>
  </data>
  <data name="UserInactivityAutomationPipelineTrigger_DisplayName_Zero" xml:space="preserve">
    <value>當使用者處於活動狀態</value>
  </data>
  <data name="UserInactivityAutomationPipelineTrigger_DisplayName" xml:space="preserve">
    <value>當使用者處於非活動狀態時</value>
  </data>
  <data name="DeactivateGpuQuickAction_Title" xml:space="preserve">
    <value>休眠 GPU</value>
    <comment>The display name of the default Quick Action that is presented to the user upon first installation.</comment>
  </data>
  <data name="OverclockDiscreteGPUAutomationStepState_Off" xml:space="preserve">
    <value>關閉</value>
  </data>
  <data name="OverclockDiscreteGPUAutomationStepState_On" xml:space="preserve">
    <value>開啟</value>
  </data>
  <data name="GodModePresetChangedAutomationPipelineTrigger_DisplayName" xml:space="preserve">
	  <value>當客製化模式預設變更時</value>
  </data>
</root>